Push menu pause fonctionnel

This commit is contained in:
mduval76 2023-12-11 21:41:40 -05:00
parent 7c1f70646a
commit c099a3b8eb
6 changed files with 105 additions and 48 deletions

View File

@ -50,7 +50,6 @@ enum GameState {
SPLASH,
LOBBY,
OPTIONS,
QUIT,
PLAY,
PAUSE
};

View File

@ -84,7 +84,7 @@ void Engine::LoadResource() {
LoadTexture(m_textureLobbyMenu, TEXTURE_PATH "menus/backgrounds/bgLobby.png", false);
LoadTexture(m_textureMainMenu, TEXTURE_PATH "menus/backgrounds/bgMainMenu.png", false);
//LoadTexture(m_texturePauseMenu, TEXTURE_PATH "menus/backgrounds/bgPause.png", false);
LoadTexture(m_texturePauseMenu, TEXTURE_PATH "menus/backgrounds/bgPause.png", false);
LoadTexture(m_textureOptionsMenu, TEXTURE_PATH "menus/backgrounds/bgOptions.png", false);
LoadTexture(m_textureSplashScreen, TEXTURE_PATH "menus/backgrounds/bgSplash.png", false);
@ -111,6 +111,9 @@ void Engine::LoadResource() {
LoadTexture(m_textureUhd, TEXTURE_PATH "menus/labels/labelUhd.png", false);
LoadTexture(m_textureMenuTitle, TEXTURE_PATH "menus/labels/labelTitle.png", false);
LoadTexture(m_texturePauseResume, TEXTURE_PATH "menus/buttons/pause/pauseResume.png", false);
LoadTexture(m_texturePauseMainMenu, TEXTURE_PATH "menus/buttons/pause/pauseMainMenu.png", false);
LoadTexture(m_textureMenuBack, TEXTURE_PATH "menus/buttons/main/mainBack.png", false);
LoadTexture(m_textureMenuMulti, TEXTURE_PATH "menus/buttons/main/mainMulti.png", false);
LoadTexture(m_textureMenuOptions, TEXTURE_PATH "menus/buttons/main/mainOptions.png", false);
@ -317,6 +320,7 @@ void Engine::ProcessNotificationQueue() {
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
@ -335,14 +339,10 @@ void Engine::DisplayCrosshair() {
glLoadIdentity();
glTranslated(Width() / 2 - crossSize / 2, Height() / 2 - crossSize / 2, 0);
glBegin(GL_QUADS);
glTexCoord2f(0, 0);
glVertex2i(0, 0);
glTexCoord2f(1, 0);
glVertex2i(crossSize, 0);
glTexCoord2f(1, 1);
glVertex2i(crossSize, crossSize);
glTexCoord2f(0, 1);
glVertex2i(0, crossSize);
glTexCoord2f(0, 0); glVertex2i(0, 0);
glTexCoord2f(1, 0); glVertex2i(crossSize, 0);
glTexCoord2f(1, 1); glVertex2i(crossSize, crossSize);
glTexCoord2f(0, 1); glVertex2i(0, crossSize);
glEnd();
}
@ -461,18 +461,18 @@ void Engine::DrawHud(float elapsedTime, BlockType bloc) {
glDisable(GL_STENCIL_TEST);
glDisable(GL_DEPTH_TEST);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
glBlendEquation(GL_FUNC_ADD);
glEnable(GL_BLEND);
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glOrtho(0, Width(), 0, Height(), -1, 1);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
int timer = GetCountdown(elapsedTime);
/*for (int i = 1; i < WORLD_SIZE_X; i++) {
@ -506,14 +506,13 @@ void Engine::DrawHud(float elapsedTime, BlockType bloc) {
glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_CONSTANT_COLOR);
glBlendEquation(GL_FUNC_SUBTRACT);
glEnable(GL_STENCIL_TEST);
glEnable(GL_DEPTH_TEST);
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
glEnable(GL_STENCIL_TEST);
glEnable(GL_DEPTH_TEST);
}
void Engine::DisplayPovGun() {
@ -526,12 +525,12 @@ void Engine::DisplayPovGun() {
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glOrtho(0, Width(), 0, Height(), -1, 1);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
float baseXOffsetPercentage = 0.4958;
float baseWidthPercentage = 0.4688;
@ -542,26 +541,21 @@ void Engine::DisplayPovGun() {
float quadHeight = baseHeightPercentage * Height();
m_texturePovGun.Bind();
glLoadIdentity();
glTranslated(xTranslation, 0, 0);
glBegin(GL_QUADS);
glTexCoord2f(0, 0); glVertex2i(0, 0);
glTexCoord2f(1, 0); glVertex2i(quadWidth, 0);
glTexCoord2f(1, 1); glVertex2i(quadWidth, quadHeight);
glTexCoord2f(0, 1); glVertex2i(0, quadHeight);
glTexCoord2f(0, 0); glVertex2i(0, 0);
glTexCoord2f(1, 0); glVertex2i(quadWidth, 0);
glTexCoord2f(1, 1); glVertex2i(quadWidth, quadHeight);
glTexCoord2f(0, 1); glVertex2i(0, quadHeight);
glEnd();
// Reset du blend function
glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_CONSTANT_COLOR);
glBlendEquation(GL_FUNC_SUBTRACT);
glEnable(GL_STENCIL_TEST);
glEnable(GL_DEPTH_TEST);
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
glEnable(GL_STENCIL_TEST);
glEnable(GL_DEPTH_TEST);
}
void Engine::PrintText(float x, float y, const std::string& t, float charSizeMultiplier) {
@ -719,7 +713,6 @@ void Engine::DisplaySplashScreen() {
}
void Engine::DisplayLobbyMenu(float elapsedTime) {
GLint viewport[4];
glGetIntegerv(GL_VIEWPORT, viewport);
@ -728,7 +721,6 @@ void Engine::DisplayLobbyMenu(float elapsedTime) {
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glOrtho(0, Width(), 0, Height(), -1, 1);
@ -758,7 +750,6 @@ void Engine::DisplayLobbyMenu(float elapsedTime) {
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
}
@ -795,6 +786,47 @@ void Engine::SetServerAddress(float elapsedTime) {
glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
}
void Engine::DisplayPauseMenu(float elapsedTime) {
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glOrtho(0, Width(), 0, Height(), -1, 1);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
m_texturePauseMenu.Bind();
glBegin(GL_QUADS);
glTexCoord2f(0, 0); glVertex2i(0, 0);
glTexCoord2f(1, 0); glVertex2i(Width(), 0);
glTexCoord2f(1, 1); glVertex2i(Width(), Height());
glTexCoord2f(0, 1); glVertex2i(0, Height());
glEnd();
glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
m_texturePauseResume.Bind();
glBegin(GL_QUADS);
glTexCoord2f(0, 0); glVertex2i(Width() * 0.025f, Height() * 0.75);
glTexCoord2f(1, 0); glVertex2i(Width() * 0.33f, Height() * 0.75);
glTexCoord2f(1, 1); glVertex2i(Width() * 0.33f, Height() * 0.95);
glTexCoord2f(0, 1); glVertex2i(Width() * 0.025f, Height() * 0.95);
glEnd();
m_texturePauseMainMenu.Bind();
glBegin(GL_QUADS);
glTexCoord2f(0, 0); glVertex2i(Width() * 0.67f, Height() * 0.75);
glTexCoord2f(1, 0); glVertex2i(Width() * 0.9975f, Height() * 0.75);
glTexCoord2f(1, 1); glVertex2i(Width() * 0.9975f, Height() * 0.95);
glTexCoord2f(0, 1); glVertex2i(Width() * 0.67f, Height() * 0.95);
glEnd();
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
}
void Engine::DisplayMainMenu() {
GLint viewport[4];
glGetIntegerv(GL_VIEWPORT, viewport);
@ -1248,6 +1280,20 @@ void Engine::Render(float elapsedTime) {
return;
}
if (m_gamestate == GameState::PAUSE) {
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glDisable(GL_STENCIL_TEST);
glDisable(GL_DEPTH_TEST);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
DisplayPauseMenu(elapsedTime);
ShowCursor();
return;
}
if (m_gamestate == GameState::PLAY) {
HideCursor();
CenterMouse();
@ -1299,7 +1345,6 @@ void Engine::Render(float elapsedTime) {
m_player.ApplyTransformation(skybox, false); // Version d'ApplyTransformation qui ne tient compte que de la rotation
// (donc l'objet ne bouge pas relativement au joueur, ce qui est pratique pour une skybox!).
m_player.ApplyTransformation(remotePlayer, true, false);
m_mouseWU = m_mouseWD = m_key1 = m_key2 = false;
@ -1535,7 +1580,6 @@ void Engine::Render(float elapsedTime) {
}
lsPck.clear();
glDisable(GL_CULL_FACE);
for (auto& [key, player] : m_players) {
RemotePlayer* rt = static_cast<RemotePlayer*>(player);
@ -1557,7 +1601,6 @@ void Engine::Render(float elapsedTime) {
DrawHud(elapsedTime, bloc);
DisplayPovGun();
}
}
@ -1991,7 +2034,6 @@ char Engine::SimulateKeyboard(unsigned char key) {
if ((int)key != 38 && !m_invalidChar) {
m_charChanged = true;
std::cout << "Key pressed: " << (int)key << " (" << m_inputChar << ")" << std::endl;
}
m_invalidChar = false;
@ -2047,17 +2089,8 @@ void Engine::HandlePlayerInput(float elapsedTime) {
ss << m_currentInputString;
m_charChanged = false;
if (lobbyTime < onInterval) {
ss << "_";
}
else if (lobbyTime > onInterval && lobbyTime < offInterval) {
ss << " ";
}
else {
lobbyTime = 0.0f;
}
ss << (lobbyTime < onInterval ? "_" : (lobbyTime > onInterval && lobbyTime < offInterval) ? " " : (lobbyTime = 0.0f, ""));
PrintText(Width() * 0.6f, Height() * 0.4f, ss.str(), 2.0f);
}
@ -2162,7 +2195,7 @@ void Engine::MousePressEvent(const MOUSE_BUTTON& button, int x, int y) {
m_selectedPlayOptions = false;
}
else {
m_gamestate = GameState::QUIT;
Stop();
}
}
}
@ -2261,6 +2294,26 @@ void Engine::MousePressEvent(const MOUSE_BUTTON& button, int x, int y) {
m_selectedGameplaySensitivityBar = true;
}
}
else if (m_gamestate == GameState::PAUSE) {
float leftResume = centerX - Width() * 0.4735f;
float rightResume = centerX - Width() * 0.1765f;
float topResume = centerY - Height() * 0.271f;
float bottomResume = centerY - Height() * 0.4415f;
float leftMainMenu = centerX + Width() * 0.17f;
float rightMainMenu = centerX + Width() * 0.4875f;
float topMainMenu = centerY - Height() * 0.255f;
float bottomMainMenu = centerY - Height() * 0.4415f;
if (x > leftResume && x < rightResume && y > bottomResume && y < topResume) {
m_gamestate = GameState::PLAY;
m_audio.ToggleMusicState();
}
else if (x > leftMainMenu && x < rightMainMenu && y > bottomMainMenu && y < topMainMenu) {
m_gamestate = GameState::MAIN_MENU;
m_selectedPlayOptions = false;
}
}
}
void Engine::MouseReleaseEvent(const MOUSE_BUTTON& button, int x, int y) {

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@ -73,6 +73,8 @@ private:
void SetPlayerUsername(float elapsedTime);
void SetServerAddress(float elapsedTime);
void DisplayPauseMenu(float elapsedTime);
void DisplayOptionsMenu();
void DisplayAudioMenu(float centerX, float centerY);
void DisplayGraphicsMenu(float centerX, float centerY);
@ -138,6 +140,9 @@ private:
Texture m_textureCheck;
Texture m_textureChecked;
Texture m_texturePauseResume;
Texture m_texturePauseMainMenu;
Texture m_textureOptAudio;
Texture m_textureOptBack;
Texture m_textureOptGameplay;

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